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ScummVM on the App Store

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151–160 of 197 posts

Re: ScummVM on the App Store

#151
post #116
post #108

Earlier quoted context omitted.

> It does. This is the first freedom of free software. I don't think so: The Free Software Foundation explicitly forbade tivoization in version 3 of the GNU General Public License. https://en.wikipedia.org/wiki/Tivoization I think this is one of the reasons GPLv3 came along.

Forbidding tivoization does not forbid running the program, it forbids embedding the program in some piece of hardware and then not providing a means for the end user to run their own modified version on this same hardware. If a TV is to use some GPLv3 program, then it must allow the user to replace the program with their own version. And yes, tivoization is a major reason why GPLv3 was written indeed, it was seen as…

But what about apple restricting you from running a binary? If you don't have an apple id, you can't run apps? And you cannot redistribute the binary to someone else, since it won't run.

Re: ScummVM on the App Store

#152
post #41

This is fantastic. I consider iOS far superior in so many ways over Android. Except that it is locked down so much. If iOS becomes more open, there will be nearly no reason to get an Android.

Locked downness is a non issue coming from a previous android fanboy. iOS is just superior in every way. No I don’t care that you can change some font on your android phone.

I can swipe to go back on either side on Android, while on iPhones the 2 options is a swipe from the left or a button ON THE TOP LEFT OF THE SCREEN usually. With my right hand, even going back one page in the settings app is a chore on small iPhones, while being comfortable on even the largest Android phones. Who thought this was a good idea? So much of the common requires uncomfortable gestures / button presses.

Re: ScummVM on the App Store

#153

Earlier quoted context omitted.

If they got depreciated once, it's gonna happen again. Apple should invest in Microsoft-tier backwards compatibility if they want to avoid publishers abandoning their software.

God no. As an end user it’s already annoying how, mainly big devs, are extremely slow in adopting the latest APIs, this would only motivate them more to just sit on their laurels. As a dev for Apple platforms it would become a buggy mess and would lead to less bumping of target OS versions, which in turn leads to needing to reinvent wheels and coming up with time consuming workarounds. Just one look at the gazillion…

Software shouldn't stop working. Unique and amazing things whither and die. That feels wrong to me.

(Of course the problem is that it's damn hard to run old versions of iOS under emulation. That's the solution that would appease me)

Re: ScummVM on the App Store

#154
post #135

Earlier quoted context omitted.

If they got depreciated once, it's gonna happen again. Apple should invest in Microsoft-tier backwards compatibility if they want to avoid publishers abandoning their software.

I suspect Apple considers developers ignoring a five(?) year notice period that 32 bit compatibility will be dropped a sign that the publisher has already abandoned their software.

"Abandoned"? Is that another word for "finished"?

Re: ScummVM on the App Store

#155

What is the appeal with games that are this old? Is the audience people that played them in their childhood? I struggle to see kids (who are used to super colourful, hyper interactive, animated games) play GBC games let alone something like this. Any ideas?

They don't have microtransactions or ads

Re: ScummVM on the App Store

#156
post #108
post #21

Earlier quoted context omitted.

> GPLv2 which doesn't require the freedom to RUN the program It does. This is the first freedom of free software. I'm not sure the issues with distributing GPL software on the App store are specific to the GPLv3. I don't fully understand things on this, but [1] seems to be a good entry point. > apple seems to ship software with gplv2 (old bash, etc) but no GPLv3 software. This is an Apple policy / a choice that they…

> It does. This is the first freedom of free software. I don't think so: The Free Software Foundation explicitly forbade tivoization in version 3 of the GNU General Public License. https://en.wikipedia.org/wiki/Tivoization I think this is one of the reasons GPLv3 came along.

From what I remember, GPLv3 is simply a clarification of GPLv2, the intent was always the same for all the purposes. But how lawyers see it could be another matter.

Re: ScummVM on the App Store

#157

Earlier quoted context omitted.

A "notice" doesn't pay bills. If the cost of porting over is expected to exceed future revenue, the publisher can not be expected to foot the bill.

Moreover, for a quoted company, Sarbanes Oxley makes it difficult to spend money on this kind of activity.

How so?

Re: ScummVM on the App Store

#158

ScummVM 2.8.0 is a pretty big release overall, with the App Store release just being the icing on the cake. The full notes are pretty long![0] The list of supported games has grown a lot. ScummVM is capable of running the Adibou series now, as well as the first Might & Magic game and Muppet Treasure Island! A hefty review of the Broken Sword engine has also restored a lot of small missing features. If you have even a…

There is another HN thread to discuss that release here: https://news.ycombinator.com/item?id=38816506

The comments have been moved to this thread now.

Re: ScummVM on the App Store

#159
post #150

This reminded me of the fact that excellent remasters of monkey island were released on the iPhone (and a few other paltforms) but were removed from the App Store after a few years. It’s a shame, they had great new artwork and sound/music but you could switch back and forth with the old art and it was cool to see the difference in each scene.

Disney yanked them after acquiring LucasArts. I was so pissed when I went to re-download them and they disappeared even from my Purchased list. Complained to Apple and they basically said "shouda made backups, good bye and fuck off". $12 down the drain.

They still sell the enhanced editions on PC and Xbox (even works on One and Series X|S). Probably still PS3 too. They probably couldn't be bothered to update it to 64 bit on iOS.

Re: ScummVM on the App Store

#160
post #71

Earlier quoted context omitted.

Is there any philosophical difference in playing your game using ScummVM versus playing a JavaScript game on some website using Safari for iOS?

Apple controls the JS sandbox in Safari, whereas they don’t control the ScummVM scripting sandbox. In theory it’d allow the execution of arbitrary scripts that can do anything native code can do, although I don’t know - maybe ScummVM checksums the games you load into it and will only run code it recognizes (and if so, maybe that’s why it’s allowed).

> Apple controls the JS sandbox in Safari, whereas they don’t control the ScummVM scripting sandbox.

AppStore apps themselves are sandboxed too. You can’t execute all arbitrary code just because it’s an app.

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